// Update is called once per frame override protected void Update() { beliefArray[0] = Agent; beliefArray[1] = Action; beliefArray[2] = Interaction; beliefArray[3] = Result; if (Agent != "empty" && Action != "empty" && Interaction != "empty") { beliefArrayComplete = true; } if (_state == SMBConstants.EnemyState.Dead) { return; } SMBConstants.MoveDirection side = SMBConstants.MoveDirection.Forward; if (isFlipped()) { side = SMBConstants.MoveDirection.Backward; } Move(xSpeed * (float)side); base.Update(); }
void Coast(SMBConstants.MoveDirection direction) { if (!_isOnGround) return; float xDirection = _body.velocity.x >= 0f ? 1f : -1f; if (Mathf.Abs (_body.velocity.x) > minVelocityToCoast && xDirection == -(float)direction) { _animator.Play ("Coasting"); _isCoasting = true; _runningTimer = 0f; _particleSystem._shootParticles = true; } }
// Update is called once per frame override protected void Update() { if (_state == SMBConstants.EnemyState.Dead) { return; } SMBConstants.MoveDirection side = SMBConstants.MoveDirection.Forward; if (isFlipped()) { side = SMBConstants.MoveDirection.Backward; } Move(xSpeed * (float)side); base.Update(); }